Skull Tales: Full Sail!

2019 · Fantasy

Skull Tales: Full Sail!

Players take on the roles of Caribbean pirates pursuing treasure and reputation across a campaign of interconnected chapters. Play alternates between three distinct phases—Adventure, Journey, and Port—each with its own mechanics: explore islands, caves, and ruins to loot artefacts during Adventure; manage the ship and crew while sailing, boarding vessels, and confronting sea threats during Journey; and rest, trade loot, recruit allies, and follow leads in town during Port. The game blends scenario-driven storytelling and RPG elements, with choices that influence outcomes and multiple possible endings across repeated plays.

Players
1–5 best 4
Playing time
60–150 min
Age
14+
Complexity
3.9 / 5
8.3 on Ludoyafrom $89.99MiniaturesTerritory BuildingCooperative GameGrid MovementRole Playing

On Ludoya's tables

Full stats in Ludoya
305
Plays logged
82
Players
1h 46m
Average play
92
In collections
9
On wishlists

8.3/10

from 25 Ludoya reviews

  • Fun8.0
  • Interaction8.0
  • Replayability10.0
  • Uniqueness8.0
  • Looks10.0
  • Accessibility6.0
  • Xisco8.4

    El mejor simulador de piratas que existe hasta el momento, tiene todo en 1 juego, Movimientos en puerto, asaltos en alta mar y exploración por sus islas, una delicia, aunque no es un juego para todo el mundo

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I move through an enemy's space or end my movement next to them without being Engaged?

You cannot freely move through an enemy or ignore adjacency: becoming adjacent causes Engagement and you remain Engaged until you use the Disengage action or otherwise break it; movement and adjacency/engagement rules are explained in Adventure Guide, pp.16 and the Engaged state effects on movement are listed Adventure Guide, p.31.

How does line of sight and cover work for ranged attacks—do roofs and heights block shots?

Line of sight and range for ranged attacks take heights, roofs and obstacles into account: you need clear LoS and range as defined by the ranged combat and LoS rules, and roofs/heights can block or modify shots per the height and LoS rules in Adventure Guide, pp.19–21 (and height specifics on p.21).

What's a confronted roll (opposed roll) and how do opposed rolls resolve in combat?

A confronted (opposed) roll is when two parties roll against each other and compare results—each applies modifiers, criticals, limits and destiny points as normal, and the higher total wins the confrontation; see Adventure Guide, pp.8–9 for the full procedure and example.

How do enemies pick targets and what if I don't have enough miniatures when they spawn?

Enemy behavior and targeting follow the spawn/placement priorities and behavior roll results; if you lack miniatures you follow the placement priority rules and use the example procedure for insufficient miniatures in Adventure Guide, pp.27–28 (enemy special behaviors on p.29).

What exactly happens when a pirate is KO'd, wounded or unconscious—can they act or be carried?

KO'd/unconscious or wounded characters cannot act and suffer the state-specific limits listed (movement, actions, revival), and they must be revived by the Revive action or other rules; see Revive/action rules on Adventure Guide, p.25 and the KO/Unconscious/Wounded state details on Adventure Guide, pp.30–31.

When does an Adventure end and how do I know if we succeeded or failed?

Adventure end conditions, victory/failure triggers and the consequences for repeating or ending a mission are defined under the Adventure end rules; consult Adventure Guide, p.34 for the exact end conditions and success/failure outcomes.

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Game facts (players, playing time, age, credits) from BoardGameGeek.